 -- This is the Smart AI, and it should be loaded and run at the server side

-- "middleclass" is the Lua OOP library written by kikito
-- more information see: https://github.com/kikito/middleclass
require "middleclass"

-- initialize the random seed for later use
math.randomseed(os.time())

-- compare functions
sgs.ai_compare_funcs = {
	hp = function(a, b)
		return a:getHp() < b:getHp()
	end,

	handcard = function(a, b)
		return a:getHandcardNum() < b:getHandcardNum()
	end,

	value = function(a, b)
		return SmartAI.GetValue(a) < SmartAI.GetValue(b)
	end,

	chaofeng = function(a, b)
		local c1 = sgs.ai_chaofeng[a:getGeneralName()]	or 0
		local c2 = sgs.ai_chaofeng[b:getGeneralName()] or 0

		if c1 == c2 then
			return sgs.ai_compare_funcs.value(a, b)
		else
			return c1 > c2
		end
	end,

	defense = function(a,b)
		return SmartAI.GetDefense(a) < SmartAI.GetDefense(b)
	end,

	threat = function ( a, b)
		local players = sgs.QList2Table(a:getRoom():getOtherPlayers(a))
		local d1 = a:getHandcardNum()
		for _, player in ipairs(players) do
			if a:canSlash(player,true) then
				d1 = d1+10/(getDefense(player))
			end
		end
		players = sgs.QList2Table(b:getRoom():getOtherPlayers(b))
		local d2 = b:getHandcardNum()
		for _, player in ipairs(players) do
			if b:canSlash(player,true) then
				d2 = d2+10/(getDefense(player))
			end
		end

		local c1 = sgs.ai_chaofeng[a:getGeneralName()]	or 0
		local c2 = sgs.ai_chaofeng[b:getGeneralName()] or 0

		return d1+c1/2 > d2+c2/2
	end,
}

--- this function is only function that exposed to the host program
--- and it clones an AI instance by general name
-- @param player The ServerPlayer object that want to create the AI object
-- @return The AI object
function CloneAI(player)
	return SmartAI(player).lua_ai
end

--- FIXME: ?
function getCount(name)
	if sgs.ai_round[name] then
                sgs.ai_round[name] = sgs.ai_round[name]+1
	else
		sgs.ai_round[name] = 1
	end
        return sgs.ai_round[name]
end

-- SmartAI is the base class for all other specialized AI classes
SmartAI = class "SmartAI"
super = SmartAI

--- Calculate the value for a player, 1 hp = 2 handcard
-- @param player The ServerPlayer object
-- @return Its value
function SmartAI.GetValue(player)
	return player:getHp() * 2 + player:getHandcardNum()
end

--- defense is defined as min(value, hp*3) + 2(if armor is present)
function SmartAI.GetDefense(player)
	local defense = math.min(SmartAI.GetValue(player), player:getHp() * 3)
	if player:getArmor() then
		defense = defense + 2
	end

	return defense
end

getDefense = SmartAI.GetDefense

-- the "initialize" function is just the "constructor"
function SmartAI:initialize(player)
	self.player = player
	self.room = player:getRoom()

	self.role  = player:getRole()

	if sgs.ai_assumed[self.role] then sgs.ai_assumed[self.role] = sgs.ai_assumed[self.role] +1
	elseif self.role~= "lord" then sgs.ai_assumed[self.role]  = 1
	end

	self.lua_ai = sgs.LuaAI(player)
	self.lua_ai.callback = function(method_name, ...)
		local method = self[method_name]
		if method then
			local success, result1, result2
			success, result1, result2 = pcall(method, self, ...)
			if not success then
				self.room:writeToConsole(result1)
				self.room:writeToConsole(debug.traceback())
			else
				return result1, result2
			end
		end
	end

	self.retain = 2
	--self.harsh_retain = true
	if not sgs.ai_royalty[self.player:objectName()] then
		--self.room:output("initialized"..self.player:objectName()..self.role)
		sgs.ai_royalty[self.player:objectName()] = 0
	end
	if self.player:isLord() then
		sgs.ai_royalty[self.player:objectName()] = 160
		sgs.ai_explicit[self.player:objectName()] = "loyalist"
		if (sgs.ai_chaofeng[self.player:getGeneralName()] or 0) < 3 then
			sgs.ai_chaofeng[self.player:getGeneralName()] = 3
		end
	end

    self.keepValue = {}
    self.kept = {}
end

sgs.ai_assumed = {}

function SmartAI:printStand()
    self.room:output(self.player:getRole())
    self.room:output("enemies:")
    for _, player in ipairs(self.enemies) do
        self.room:output(player:getGeneralName())
    end
    self.room:output("end of enemies")
    self.room:output("friends:")
    for _, player in ipairs(self.friends) do
        self.room:output(player:getGeneralName())
    end
    self.room:output("end of friends")
end

function isRolePredictable()
    return useDefaultStrategy() or sgs.GetConfig("RolePredictable", true)
end

function useDefaultStrategy()
	local mode = sgs.GetConfig("GameMode", "")
    if (mode == "06_3v3") or (not mode:find("0")) then return true end
    if (mode:find("02_1v1") or mode:find("03p")) then return true end
end

-- this function create 2 tables contains the friends and enemies, respectively
function SmartAI:updatePlayers(inclusive)
	self.friends = sgs.QList2Table(self.lua_ai:getFriends())
	table.insert(self.friends, self.player)

	self.friends_noself = sgs.QList2Table(self.lua_ai:getFriends())

	sgs.rebel_target = self.room:getLord()

	self.enemies = sgs.QList2Table(self.lua_ai:getEnemies())

	self.role  = self.player:getRole()

	if isRolePredictable() then
		if (self.role == "lord") or (self.role == "loyalist") then self:refreshRoyalty(self.player,300)
		elseif (self.role == "rebel") then self:refreshRoyalty(self.player,-300)
		end

		self.retain = 2
		self.harsh_retain = false

		if useDefaultStrategy() then return end
	end

	inclusive = inclusive or true

	local flist = {}
	local elist = {}
	self.enemies = elist
	self.friends = flist


	local lord = self.room:getLord()
	local role = self.role
	self.retain = 2
	self.harsh_retain = true

	local players = self.room:getOtherPlayers(self.player)
	players = sgs.QList2Table(players)

	for _,player in ipairs(players) do
		if #players == 1 then break end
		if self:objectiveLevel(player) < 0 then table.insert(flist,player) end
	end

	self.friends_noself = {}

	for _, player in ipairs (flist) do
		table.insert(self.friends_noself,player)
	end
	table.insert(self.friends,self.player)

	if self.role == "rebel" then
		sgs.rebel_target = self.room:getLord()
		self.retain = 2
	end

	if self.player:getHp() < 2 then self.retain = 0 end
	self:sortEnemies(players)
	for _,player in ipairs(players) do
		if self:objectiveLevel(player) >= 4 then self.harsh_retain = false end
		if #elist == 0 then
			table.insert(elist,player)
			if self:objectiveLevel(player) < 4 then self.retain = 0 end
		else
			if self:objectiveLevel(player) <= 0 then return end
			table.insert(elist,player)
			self:updateLoyalTarget(player)
			self:updateRebelTarget(player)

			if self:objectiveLevel(player) >= 4 then self.harsh_retain = false end
		end
	end
end

function SmartAI:updateLoyalTarget(player)
	if self.role == "rebel" then return end

    if (self:objectiveLevel(player) >= 4) then
        if not sgs.loyal_target then sgs.loyal_target = player
		elseif player:getHp() == 1 and sgs.rebel_target:getHp() >= 2 then sgs.loyal_target = player
        elseif (sgs.ai_chaofeng[player:getGeneralName()] or 0) < (sgs.ai_chaofeng[sgs.loyal_target:getGeneralName()] or 0) then sgs.loyal_target = player
        elseif (sgs.loyal_target:getArmor()) and (not player:getArmor()) then sgs.loyal_target = player
        elseif (sgs.loyal_target:getHp() > 1) and (getDefense(player) <= 3) then sgs.loyal_target = player
		elseif sgs.rebel_target:getHp()-player:getHp() >= 2 then sgs.loyal_target = player
        elseif (sgs.loyal_target:getHandcardNum() > 0) and (player:getHandcardNum() == 0) then sgs.loyal_target = player
		elseif self:getCardsNum(".", sgs.loyal_target, "e") > self:getCardsNum(".", player, "e") then sgs.loyal_target = player
        end
    end
end

function SmartAI:updateRebelTarget(player)
	if self.role == "lord" or self.role == "loyalist" then return end
	if not sgs.rebel_target then sgs.rebel_target = player end
	if self.room:getLord():objectName() == player:objectName() then sgs.rebel_target = player
	elseif self:objectiveLevel(player) >= 4 and self:objectiveLevel(player) < 5 then
		if player:getHp() == 1 and sgs.rebel_target:getHp() >= 2 then sgs.rebel_target = player
        elseif (sgs.ai_chaofeng[player:getGeneralName()] or 0) < (sgs.ai_chaofeng[sgs.rebel_target:getGeneralName()] or 0) then sgs.rebel_target = player
		elseif (sgs.rebel_target:getArmor()) and (not player:getArmor() and sgs.rebel_target:getHp() > player:getHp()) then sgs.rebel_target = player
		elseif sgs.rebel_target:getHp()-player:getHp() >= 2 then sgs.rebel_target = player
		end
	end
end

function SmartAI:printFEList()
    for _, player in ipairs (self.enemies) do
        self.room:output("enemy "..player:getGeneralName()..(sgs.ai_explicit[player:objectName()] or ""))
    end

    for _, player in ipairs (self.friends_noself) do
        self.room:output("friend "..player:getGeneralName()..(sgs.ai_explicit[player:objectName()] or ""))
    end

    self.room:output(self.player:getGeneralName().." list end")
end

function SmartAI:objectiveLevel(player)
    if useDefaultStrategy() then
        if self.player:getRole() == "renegade" then
		elseif player:getRole() == "renegade" then
        elseif self:isFriend(player) then return -2
        elseif player:isLord() then return 5
        elseif player:getRole() == "renegade" then return 4.1
        else return 4.5 end
    end

    if player:objectName() == self.player:objectName() then return -2 end

    local modifier = 0
    local rene = sgs.ai_renegade_suspect[player:objectName()] or 0
    if rene > 1 then modifier = 0.5 end

    local players = self.room:getOtherPlayers(self.player)
    players = sgs.QList2Table(players)


    local hasRebel, hasLoyal, hasRenegade = false, false, false
    for _,oplayer in ipairs(players) do
        if oplayer:getRole() == "rebel" then hasRebel = true end
		if oplayer:getRole() == "loyalist" then hasLoyal = true end
        if oplayer:getRole() == "renegade" then hasRenegade = true end
		if hasRebel and hasLoyal and hasRenegade then break end
	end

	local rebel_num, loyalish_num, loyal_num = 0, 0, 0
    for _, aplayer in ipairs (players) do
        if aplayer:getRole() == "rebel" then
            rebel_num = rebel_num + 1
		else
			loyalish_num = loyalish_num + 1
		end
    end
	if hasRenegade then loyal_num = loyalish_num-1 else loyal_num = loyalish_num end

    if self.role == "lord" then

        if #players == 1  then return 5 end

        if not hasRebel then
            local name = player:objectName()
			if player:getRole() == "renegade" then return 5 else return -2 end
        end

		if not hasLoyal then
			if #players == 2 then
				if player:getRole() == "rebel" then return 5 else return 3.1 end
			end
			if player:getRole() == "renegade" then return -1 else return 5 end
		end

		if hasRenegade then
			if rebel_num+1 == loyal_num then
				if player:getRole() == "renegade" then return 4
				elseif player:getRole() == "rebel" then return 5
				else return -2
				end
			end
		end

        if sgs.ai_explicit[player:objectName()] == "rebel" then return 5-modifier
        elseif sgs.ai_explicit[player:objectName()] == "rebelish" then return 5-modifier
        elseif sgs.ai_explicit[player:objectName()] == "loyalist" then return -2
        elseif sgs.ai_explicit[player:objectName()] == "loyalish" then return -1
        elseif (self:singleRole()) == "rebel" then return 4.6-modifier
        elseif (self:singleRole()) == "loyalist" then return -1
        elseif (sgs.ai_royalty[player:objectName()] <= 0) and
            (sgs.ai_card_intention["general"](player,100) > 0)
            then return 3
        else return 0 end
    elseif self.role == "loyalist" then

		if not hasRebel then
			if player:getRole() == "renegade" then return 5 else return -2 end
		end

		if loyalish_num <= rebel_num then
			if player:getRole() == "lord" then return -2
 			elseif player:getRole() == "renegade" then return -1
			elseif player:getRole() == "rebel" then return 5
			end
		end

        if sgs.ai_explicit[player:objectName()] == "rebel" then return 5-modifier
        elseif sgs.ai_explicit[player:objectName()] == "rebelish" then return 5-modifier
        elseif player:isLord() then return -2
        elseif sgs.ai_explicit[player:objectName()] == "loyalist" then return -1
        elseif sgs.ai_explicit[player:objectName()] == "loyalish" then return -1
        elseif (self:singleRole()) == "rebel" then return 4-modifier
        elseif (self:singleRole()) == "loyalist" then return -1
        elseif (sgs.ai_royalty[player:objectName()] <= 0) and
            (sgs.ai_card_intention["general"](player,100) > 0)
            then return 3.1
        else return 0 end
    elseif self.role == "rebel" then
        if player:isLord() then return 5 end
		if not hasRebel then
			if player:getRole() == "renegade" and #players > 2 then return -1
			elseif player:getRole() == "renegade" and #players == 2 then
				if (self.player:getHp()+player:getHp() <= (self.room:getLord()):getHp()) then
					return -1
				else
					return 3.1
				end
			end
		elseif not hasLoyal then
			if player:getRole() == "lord" then return 5
			elseif player:getRole() == "renegade" then return 3.1
			else return -2
			end
        elseif sgs.ai_explicit[player:objectName()] == "loyalist" then return 5-modifier
        elseif sgs.ai_explicit[player:objectName()] == "loyalish" then return 5-modifier
        elseif sgs.ai_explicit[player:objectName()] == "rebel" then return -1
        elseif sgs.ai_explicit[player:objectName()] == "rebelish" then return -1
        elseif (self:singleRole()) == "rebel" then return -1
        elseif (self:singleRole()) == "loyalist" then return 4-modifier
        elseif (sgs.ai_royalty[player:objectName()] > 0) and
            (sgs.ai_card_intention["general"](player,100) < 0)
            then return 3
        else return 0 end
    elseif self.role == "renegade" then

        if #players == 1 then return 5 end
        --if (#players == 2) and player:isLord() then return 0 end

        if not hasRebel then
			if player:isLord() then
				if player:getHp() > 2 then return 3.1 else return -1 end
			else return 5 end
		end

		if rebel_num > loyalish_num then
			if player:getRole() == "rebel" then return 5 else return -1 end
		elseif rebel_num < loyalish_num then
			if player:getRole() == "rebel" then return -1
			elseif player:getRole() == "loyalist" and not player:isLord() then return 5
			elseif player:isLord() then
				if player:getHp() > 2 then return 3.1 else return -1 end
			end
		else
			local loyalish_count, rebel_count = 0, 0
			local loyalish_hp, rebel_hp = 0, 0
			for _, aplayer in ipairs(players) do
				if aplayer:getRole() == "rebel" then
					rebel_hp = rebel_hp + aplayer:getHp()
					rebel_count = rebel_count + 1
				else
					loyalish_hp = loyalish_hp + aplayer:getHp()
					loyalish_count = loyalish_count + 1
				end
			end
			if (loyalish_hp-loyalish_count) <= (rebel_hp-rebel_count) then
				if player:getRole() == "rebel" then return 5
				else return -1 end
			else
				if player:getRole() == "rebel" then return 3.1
				else
					if player:isLord() and loyalish_count == 1 then
						if loyalish_hp > rebel_hp then return 5 else return -2 end
					elseif loyalish_count > 1 then
						if player:isLord() then
							if player:getHp() < 3 then return -1 else return 4 end
						else return 5
						end
					end
				end
			end
		end

    end
    return 1
end

function SmartAI:sortEnemies(players)
    local comp_func = function(a,b)
        local alevel = self:objectiveLevel(a)
        local blevel = self:objectiveLevel(b)

        if alevel~= blevel then return alevel > blevel end
        if alevel == 3 then return getDefense(a) > getDefense(b) end

        alevel = sgs.ai_chaofeng[a:getGeneralName()] or 0
        blevel = sgs.ai_chaofeng[b:getGeneralName()] or 0
        if alevel~= blevel then
            return alevel > blevel
        end

        alevel = getDefense(a)
        blevel = getDefense(b)
        if alevel~= blevel then
            return alevel < blevel
        end
    end
    table.sort(players,comp_func)
end

function SmartAI:hasWizard(players,onlyharm)
	local skill
	if onlyharm then skill = sgs.wizard_harm_skill else skill = sgs.wizard_skill end
	for _, player in ipairs(players) do
		if self:hasSkills(skill, player) then
			return true
		end
	end
end

function SmartAI:sort(players, key)
	local func =  sgs.ai_compare_funcs[key or "chaofeng"]
	table.sort(players, func)
end

sgs.ai_event_filter={}

function SmartAI:filterEvent(event, player, data)
	if event==sgs.ChoiceMade then
		local carduse=data:toCardUse()
		if carduse and carduse:isValid() then
			local filter = sgs.ai_event_filter[carduse.card:className()]
			if type(filter) == "function" then
				filter(card_use.from, sgs.QList2Table(carduse.to))
			end
		end
	elseif event == sgs.CardUsed then
		self:updatePlayers()
	elseif event == sgs.CardEffect then
		self:updatePlayers()
	elseif event == sgs.Death then
		self:updatePlayers()

		if self == sgs.recorder then
			speakTrigger(nil,player,nil,"death")
			local selfexp = sgs.ai_explicit[player:objectName()]
			if selfexp then
				if selfexp == "loyalish" then selfexp = "loyalist"
				elseif selfexp == "rebelish" then selfexp = "rebel"
				end
				sgs.ai_explicit[player:objectName()] = nil
				sgs.ai_assumed[selfexp] = sgs.ai_assumed[selfexp]+1
			end
			sgs.ai_assumed[player:getRole()] = sgs.ai_assumed[player:getRole()]-1
		end
	end

	if (event == sgs.PhaseChange) or (event == sgs.GameStart) then
		self:updatePlayers()
	end

	if not sgs.recorder then
		sgs.recorder = self
	end

	if self~= sgs.recorder then return end

	if event == sgs.TurnStart then
		self:updateRoyalty(self.room:getCurrent())
	end

	if event == sgs.CardEffect then
		local struct =  data:toCardEffect()
		local card  = struct.card
		local to    = struct.to
		local from  = struct.from
		local source =  self.room:getCurrent()

		if sgs.ai_card_intention[card:className()] then
			local intention = sgs.ai_card_intention[card:className()](card,from,to,source)
			if to:isLord() and intention < 0 then
			sgs.ai_anti_lord[from:objectName()] = (sgs.ai_anti_lord[from:objectName()] or 0)+1
			end
			self:refreshRoyalty(from,intention)
		end

	elseif event == sgs.CardUsed then
		local struct =  data:toCardUse()
		local card  = struct.card
		local to    = struct.to
			  to    = sgs.QList2Table(to)
		local from  = struct.from
		local source =  self.room:getCurrent()

		for _, eachTo in ipairs(to) do
			local use_intension = sgs.ai_carduse_intention[card:className()]
			if use_intension then
				local different = true
				if self:isFriend(from, eachTo) then different = false end
				local intention =  use_intension(card,from,eachTo,source,different) or use_intension(card,from,eachTo,source)
				self:refreshRoyalty(from,intention)

				if eachTo:isLord() and intention < 0 then
				sgs.ai_anti_lord[from:objectName()] = (sgs.ai_anti_lord[from:objectName()] or 0)+1
				end

			end
			self.room:output(eachTo:objectName())
		end
	elseif event == sgs.CardLost then
		local move = data:toCardMove()
		local from = move.from
		local to =   move.to
		local place = move.from_place
		if sgs.ai_snat_disma_effect then
			sgs.ai_snat_disma_effect = false
			local intention = sgs.ai_card_intention.general(from,70)
			if place == 2 then intention = -intention end

			if from:isLord() and intention < 0 then
			sgs.ai_anti_lord[sgs.ai_snat_dism_from:objectName()] = (sgs.ai_anti_lord[sgs.ai_snat_dism_from:objectName()] or 0)+1
			end

			self:refreshRoyalty(sgs.ai_snat_dism_from,intention)
		end
	end
end

function SmartAI:getFriendsNoself(player)
	if self:isFriend(self.player, player) then
		return self.friends_noself
	elseif self:isEnemy(self.player, player) then
		friends = sgs.QList2Table(self.lua_ai:getEnemies())
		for i = #friends, 1, -1 do
			if friends[i]:objectName() == player:objectName() then
			  table.remove(friends, i)
			end
		end
		return friends
	else
		return {}
	end
end

function SmartAI:getFriends(player)
	if self:isFriend(self.player, player) then
		return self.friends
	elseif self:isEnemy(self.player, player) then
		return self.enemies
	else
		return {player}
	end
end

function SmartAI:getEnemies(player)
	if self:isFriend(self.player, player) then
		return self.enemies
	elseif self:isEnemy(self.player, player) then
		return self.friends
	else
		return {}
	end
end

function SmartAI:isFriend(other, another)
	if not other then self.room:writeToConsole(debug.traceback()) end
	if another then
		if self.lua_ai:isFriend(other) and self.lua_ai:isFriend(another) then return true end
	end
    if useDefaultStrategy() then return self.lua_ai:isFriend(other) end
    if (self.player:objectName()) == (other:objectName()) then return true end
	if self:objectiveLevel(other) < 0 then return true end
    return false
end

function SmartAI:isEnemy(other, another)
	if another then
		if self.lua_ai:isEnemy(other) and self.lua_ai:isEnemy(another) then return true end
	end
    if useDefaultStrategy() then return self.lua_ai:isEnemy(other) end
    if (self.player:objectName()) == (other:objectName()) then return false end
	if self:objectiveLevel(other) > 0 then return true end
	return false
end

function SmartAI:isNeutrality(other)
	return self.lua_ai:relationTo(other) == sgs.AI_Neutrality
end

-- get the card with the maximal card point
function SmartAI:getMaxCard(player)
	player = player or self.player

	if player:isKongcheng() then
		return nil
	end

	local cards = player:getHandcards()
	local max_card, max_point = nil, 0
	for _, card in sgs.qlist(cards) do
		local point = card:getNumber()
		if point > max_point then
			max_point = point
			max_card = card
		end
	end

	return max_card
end

-- the table that stores whether the skill should be invoked
-- used for SmartAI:askForSkillInvoke
sgs.ai_skill_invoke = {
	eight_diagram = function(self, data)
		for _, enemy in ipairs(self.enemies) do
			if enemy:hasSkill("guidao") and enemy:getCards("he"):length()>2 then return false end
		end
		return true
	end,

	double_sword = true,
	fan = true,

	kylin_bow = function(self, data)
		local effect = data:toSlashEffect()

		if self:hasSkills(sgs.lose_equip_skill, effect.to) then
			return self:isFriend(effect.to)
		end

		return self:isEnemy(effect.to)
	end,
}

function SmartAI:askForSkillInvoke(skill_name, data)
	local invoke = sgs.ai_skill_invoke[skill_name]
	if type(invoke) == "boolean" then
		return invoke
	elseif type(invoke) == "function" then
		return invoke(self, data)
	else
		local skill = sgs.Sanguosha:getSkill(skill_name)
		return skill and skill:getFrequency() == sgs.Skill_Frequent
	end
end

-- used for SmartAI:askForUseCard
sgs.ai_skill_use = {}

function SmartAI:askForUseCard(pattern, prompt)
	local use_func = sgs.ai_skill_use[pattern]
	if use_func then
		return use_func(self, prompt) or "."
	else
		return "."
	end
end

function SmartAI:slashIsEffective(slash, to)
	local nature = {
		Slash = sgs.DamageStruct_Normal,
		FireSlash = sgs.DamageStruct_Fire,
		ThunderSlash = sgs.DamageStruct_Thunder,
	}

	if not self:damageIsEffective(player, nature[slash:className()]) then return false end
	return true
end

function SmartAI:damageIsEffective(player, nature, source)
	player = player or self.player
	source = source or self.player
	nature = nature or sgs.DamageStruct_Normal
	return true
end

function SmartAI:slashIsAvailable(player)
	player = player or self.player
	if player:hasSkill("zhuisuo") then
		return true
	end
	return (player:usedTimes("Slash")) < 1
end

local function prohibitUseDirectly(card, player)
	if player:hasSkill("jiejiu") then return card:inherits("Analeptic")
	elseif player:hasSkill("wushen") then return card:getSuit() == sgs.Card_Heart
	elseif player:hasSkill("ganran") then return card:getTypeId() == sgs.Card_Equip
	end
end

local function zeroCardView(class_name, player)
	if class_name == "Analeptic" then
		if player:hasSkill("jiushi") and player:faceUp() then
			return ("analeptic:jiushi[no_suit:0]=.")
		end
	end
end

local function isCompulsoryView(card, class_name, player, card_place)
	local suit = card:getSuitString()
	local number = card:getNumberString()
	local card_id = card:getEffectiveId()
end

local function getSkillViewCard(card, class_name, player, card_place)
	local suit = card:getSuitString()
	local number = card:getNumberString()
	local card_id = card:getEffectiveId()

	if class_name == "Slash" then
		if player:hasSkill("gouxian") then
			return ("slash:gouxian[%s:%s]=%d"):format(suit, number, card_id)
		end
	elseif class_name == "Jink" then
		if player:hasSkill("longhun") and player:getHp() <= 1 then
			if card:getSuit() == sgs.Card_Club then
				return ("jink:longhun[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
		if card_place ~= sgs.Player_Equip then
			if player:hasSkill("longdan") and card:inherits("Slash") then
				return ("jink:longdan[%s:%s]=%d"):format(suit, number, card_id)
			elseif player:hasSkill("qingguo") and card:isBlack() then
				return ("jink:qingguo[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
	elseif class_name == "Peach" then
		if player:hasSkill("tongqing") and card:inherits("Jink") then
			return ("peach:tongqing[%s:%s]=%d"):format(suit, number, card_id)
		end
	elseif class_name == "Nullification" then
		if card_place ~= sgs.Player_Equip then
			if card:isBlack() and player:hasSkill("kanpo") then
				return ("nullification:kanpo[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
		if card:getSuit() == sgs.Card_Spade and player:getHp() == 1 and player:hasSkill("longhun") then
			return ("nullification:longhun[%s:%s]=%d"):format(suit, number, card_id)
		end
 	end
end

function SmartAI:slashProhibit(card,enemy)
	if card == nil then
		card = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
	end

	return not self:slashIsEffective(card, enemy)
end

function SmartAI:aoeIsEffective(card, to)
	-- the AOE starter is not effected by AOE
	if self.player == to then
		return false
	end

	return true
end

function SmartAI:getDistanceLimit(card)
	if self.player:hasSkill("qicai") then
		return nil
	end

	if card:inherits("Snatch") then
		return 1
	elseif card:inherits("SupplyShortage") then
		if self.player:hasSkill("duanliang") then
			return 2
		else
			return 1
		end
	end
end

function SmartAI:exclude(players, card)
	local excluded = {}
	local limit = self:getDistanceLimit(card)
	for _, player in sgs.list(players) do
		if not self.room:isProhibited(self.player, player, card) then
			local should_insert = true
			if limit then
				should_insert = self.player:distanceTo(player) <= limit
			end

			if should_insert then
				table.insert(excluded, player)
			end
		end
	end

	return excluded
end

function SmartAI:useCardByClassName(card, use)
	local class_name = card:className()
	local use_func = self["useCard" .. class_name]

	if use_func then
		use_func(self, card, use)
	end
end

function SmartAI:getAllPeachNum(player)
	player = player or self.player
	local n = 0
	for _, friend in ipairs(self:getFriends(player)) do
		n = n + self:getCardsNum("Peach")
	end
	return n
end

function SmartAI:useTrickCard(card, use)
	if card:inherits("AOE") then
		local good, bad = 0, 0
		for _, friend in ipairs(self.friends_noself) do
			if self:aoeIsEffective(card, friend) then
			    bad = bad + 20/(friend:getHp())+10
                if friend:isLord() and (friend:getHp() < 3) then
					return
				end

                if (friend:getHp() < 2) and (self.player:isLord()) then
					return
				end
			end
			good = good + self:getCardsNum("Peach")
		end

		for _, enemy in ipairs(self.enemies) do
			if self:aoeIsEffective(card, enemy) then
			    good = good + 20/(enemy:getHp())+10

				if enemy:isLord() then
					good = good + 20/(enemy:getHp())
				end
			end
			bad = bad + self:getCardsNum("Peach")
		end

		if good > bad then
			use.card = card
		end
	else
		self:useCardByClassName(card, use)
	end
end

sgs.weapon_range  =
{
	Crossbow = 1,
	Blade = 3,
	Spear = 3,
	DoubleSword  = 2,
	QinggangSword = 2,
	Axe = 3,
	KylinBow = 5,
	Halberd = 4,
	IceSword = 2,
	Fan = 4,
	MoonSpear = 3,
	GudingBlade = 2,
	YitianSword = 2,
	SPMoonSpear = 3,
	YxSword = 3
}

function SmartAI:evaluateEquip(card)
	local deltaSelfThreat = 0
	local currentRange
	if not card then return -1
	else
		currentRange = sgs.weapon_range[card:className()] or 0
	end
	for _,enemy in ipairs(self.enemies) do
		if self.player:distanceTo(enemy) <= currentRange then
				deltaSelfThreat = deltaSelfThreat+6/getDefense(enemy)
		end
	end

	if card:inherits("Crossbow") and deltaSelfThreat~= 0 then
		if self.player:hasSkill("kurou") then deltaSelfThreat = deltaSelfThreat*3+10 end
		deltaSelfThreat = deltaSelfThreat + self:getCardsNum("Slash")*3-2
	elseif card:inherits("Blade") then
		deltaSelfThreat = deltaSelfThreat + self:getCardsNum("Slash")
	elseif card:inherits("Spear") then
	else
		for _,enemy in ipairs(self.enemies) do
			if self.player:distanceTo(enemy) <= currentRange then
				if card:inherits("DoubleSword") and
					enemy:getGeneral():isMale() ~= self.player:getGeneral():isMale() then
						deltaSelfThreat = deltaSelfThreat+3
				elseif card:inherits("QinggangSword") and enemy:getArmor() then
					deltaSelfThreat = deltaSelfThreat+3
				elseif card:inherits("Axe") and enemy:getHp() < 3 then
					deltaSelfThreat = deltaSelfThreat+3-enemy:getHp()
				elseif card:inherits("KylinBow") and (enemy:getDefensiveHorse() or enemy:getDefensiveHorse())then
					deltaSelfThreat = deltaSelfThreat+1
					break
				elseif card:inherits("GudingBlade") and enemy:getHandcardNum() < 3 then
					deltaSelfThreat = deltaSelfThreat+2
					if enemy:getHandcardNum() < 1 then deltaSelfThreat = deltaSelfThreat+4 end
				end
			end
		end
	end
	return deltaSelfThreat
end

function SmartAI:useEquipCard(card, use)
	if self.player:hasSkill("chengxiang") and self.player:getHandcardNum() < 8 and card:getNumber() < 7 and self:hasSameEquip(card) then return end
	if self:hasSkills(sgs.lose_equip_skill) and not card:inherits("GaleShell") then
		use.card = card
	end
	if self:hasSameEquip(card) and
		((self.player:hasSkill("rende") and self:getOverflow() > 0) or self.player:hasSkill("qingnang")
		or (self.player:hasSkill("yongsi") and self:getOverflow() < 3)
		or (self.player:hasSkill("qixi") and card:isBlack())) then return end
	if card:inherits("Weapon") then
		if self.player:getWeapon() and self.player:getWeapon():inherits("YitianSword") then use.card = card return end
		if self:evaluateEquip(card) > (self:evaluateEquip(self.player:getWeapon())) then
		if (not use.to) and self.weaponUsed and (not self:hasSkills(sgs.lose_equip_skill)) then return end
		if self.player:getHandcardNum() <= self.player:getHp() then return end
		use.card = card
		end
	elseif card:inherits("Armor") then
		if card:inherits("Niubi") then self:useNiubi(card, use) return end
		if card:inherits("ClearShirt") then self:useClearShirt(card, use) return end
		if card:inherits("GaleShell") then self:useGaleShell(card, use) return end
	    if self.player:hasSkill("bazhen") and not self.player:getArmor() then return end
		if self.player:hasSkill("yizhong") and not card:inherits("EightDiagram") and not self.player:getArmor() then return end
	 	if not self.player:getArmor() or self.player:getArmor():objectName() == "gale-shell" then use.card = card
	 	elseif (self.player:getArmor():objectName()) == "silver_lion" then use.card = card
	 	elseif self.player:isChained()  and (self.player:getArmor():inherits("vine")) and not (card:objectName() == "silver_lion") then use.card = card
	 	elseif self.player:hasSkill("leiji") or self.player:hasSkill("tiandu") then use.card = card
	 	end
	elseif card:inherits("Monkey") or self.lua_ai:useCard(card) then
		use.card = card
	end
end

function SmartAI:getTurnUse()
    local cards = self.player:getHandcards()
    cards = sgs.QList2Table(cards)

    local turnUse = {}
    local slashAvail = 1
    self.predictedRange = self.player:getAttackRange()
    self.predictNewHorse = false
    self.retain_thresh = 5
    self.slash_targets = 1
    self.slash_distance_limit = false

    self.weaponUsed = false

    if self.player:isLord() then self.retain_thresh = 6 end
    if self.player:hasFlag("tianyi_success") then
        slashAvail = 2
        self.slash_targets = 2
        self.slash_distance_limit = true
    end

    self:fillSkillCards(cards)

    self:sortByUseValue(cards)

    if self.player:hasSkill("zhuisuo") or
        (
            self.player:getWeapon() and
            (self.player:getWeapon():objectName() == "crossbow")
        ) then
        slashAvail = 100
    end


    local i = 0
    for _,card in ipairs(cards) do
        local dummy_use = {}
        dummy_use.isDummy = true
        if not self:hasSkills(sgs.need_kongcheng) then
            if (i >= (self.player:getHandcardNum()-self.player:getHp()+self.retain)) and (self:getUseValue(card) < self.retain_thresh) then
                return turnUse
            end

            if (i >= (self.player:getHandcardNum()-self.player:getHp())) and (self:getUseValue(card) < 8.5) and self.harsh_retain then
                return turnUse
            end
        end

        local type = card:getTypeId()
        if type == sgs.Card_Trick then
            self:useTrickCard(card, dummy_use)
        elseif type == sgs.Card_Equip then
            self:useEquipCard(card, dummy_use)
        elseif type == sgs.Card_Skill then
            self:useSkillCard(card, dummy_use)
        end

        if dummy_use.card then
            if (card:inherits("Slash")) then
                if slashAvail > 0 then
                    slashAvail = slashAvail-1
                    table.insert(turnUse,card)
                end
            else
                if card:inherits("Weapon") then
                    self.predictedRange = sgs.weapon_range[card:className()]
                    self.weaponUsed = true
                end
                if card:inherits("OffensiveHorse") then self.predictNewHorse = true end
                if card:objectName() == "crossbow" then slashAvail = 100 end
                if card:inherits("Snatch") then i = i-1 end
                if card:inherits("Peach") then i = i+2 end
                if card:inherits("Collateral") then i = i-1 end
                if card:inherits("AmazingGrace") then i = i-1 end
                if card:inherits("ExNihilo") then i = i-2 end
                table.insert(turnUse,card)
            end
            i = i+1
        end
    end

    return turnUse
end

function SmartAI:activate(use)
	self:updatePlayers()
	self:assignKeep(self.player:getHp(),true)
	self:printCards(self.kept)
	self.toUse  = self:getTurnUse()
	self:printCards(self.toUse)

--	self:sortByUsePriority(self.toUse)
	self:sortByDynamicUsePriority(self.toUse)
	for _, card in ipairs(self.toUse) do
		local type = card:getTypeId()

		if type == sgs.Card_Trick then
			self:useTrickCard(card, use)
		elseif type == sgs.Card_Skill then
			self:useSkillCard(card, use)
		else
			self:useEquipCard(card, use)
		end
		if use:isValid() then
			self.toUse = nil
			return
		end
	end

	self.toUse = nil
end

function SmartAI:hasEquip(card)
	return self.player:hasEquip(card)
end

function SmartAI:getKeepValue(card,kept)
    if not kept then return self.keepValue[card:getId()] or 0 end

	local class_name = card:className()
	local suit_string = card:getSuitString()
    local value
    if sgs[self.player:getGeneralName().."_keep_value"] then
        value = sgs[self.player:getGeneralName().."_keep_value"][class_name]
	end
	if (not value) and sgs[self.player:getGeneralName().."_suit_value"] then
		value = sgs[self.player:getGeneralName().."_suit_value"][suit_string]
	end
	if not value then
		value = sgs.ai_keep_value[class_name] or 0
		for _,acard in ipairs(kept) do
			if acard:className() == card:className() then value = value-1.2
			elseif acard:inherits("Slash") and card:inherits("Slash") then value = value-1
			end
		end
	end
    return value
end

function SmartAI:getUseValue(card)
	local class_name = card:className()
	local v = 0

	if card:getTypeId() == sgs.Card_Equip then
		if self:hasEquip(card) then
			if card:inherits("OffensiveHorse") and self.player:getAttackRange()>2 then return 5.5 end
			if card:inherits("DefensiveHorse") and self:isEquip("EightDiagram") then return 5.5 end
			return 9
		end
		if not self:hasSameEquip(card) then v = 6.7 end
		if self.weaponUsed and card:inherits("Weapon") then v = 2 end
		if self.player:hasSkill("qiangxi") and card:inherits("Weapon") then v = 2 end
		if self.player:hasSkill("kurou") and card:inherits("Crossbow") then return 9 end
		if self:hasSkill("bazhen") or self:hasSkill("yizhong") and card:inherits("Armor") then v = 2 end
		if self:hasSkills(sgs.lose_equip_skill) then return 10 end
	elseif card:getTypeId() == sgs.Card_Basic then
		if card:inherits("Slash") then
			if (self.player:hasFlag("drank") or self.player:hasFlag("tianyi_success") or self.player:hasFlag("luoyi")) then v = 8.7 end
			if self:isEquip("CrossBow") then v = v + 4 end
			v = v+self:getCardsNum("Slash")
		elseif card:inherits("Jink") then
			if self:getCardsNum("Jink") > 1 then v = v-6 end
		elseif card:inherits("Shit") and self.player:hasSkill("kuanggu") and card:getSuit()~= sgs.Card_Spade then
			v = 0.1
		end
	elseif card:getTypeId() == sgs.Card_Trick then
		if self.player:getWeapon() and not self:hasSkills(sgs.lose_equip_skill) and card:inherits("Collateral") then v = 2 end
		if self.player:getMark("shuangxiong") and card:inherits("Duel") then v = 8 end
		if self.player:hasSkill("jizhi") then v = 8.7 end
		if not self:hasTrickEffective(card) then v = 0 end
	end

	if self:hasSkills(sgs.need_kongcheng) then
		if self.player:getHandcardNum() == 1 then v = 10 end
	end
	if self:hasSkill({name = "halberd"}) and card:inherits("Slash") and self.player:getHandcardNum() == 1 then v = 10 end
	if card:getTypeId() == sgs.Card_Skill then
		if v == 0 then v = 10 end
	end

	if v == 0 then v = sgs.ai_use_value[class_name] or 0 end
	return v
end

function SmartAI:getUsePriority(card)
	local class_name = card:className()
	local v = 0
	if card:inherits("EquipCard") then
		if self:hasSkill(sgs.lose_equip_skill) then return 10 end
        if card:inherits("Armor") and not self.player:getArmor() then v = 6
        elseif card:inherits("Weapon") and not self.player:getWeapon() then v = 5.7
        elseif card:inherits("DefensiveHorse") and not self.player:getDefensiveHorse() then v = 5.8
        elseif card:inherits("OffensiveHorse") and not self.player:getOffensiveHorse() then v = 5.5
        end
        return v
    end

	if self.player:hasSkill("wuyan") then
		if card:inherits("Slash") then
			v = 4

		elseif card:inherits("Collateral") or card:inherits("Dismantlement") or card:inherits("Snatch") or card:inherits("IronChain") then v = 0
		end
		if v then return v else return sgs.ai_use_priority[class_name] end
	end
	if self.player:hasSkill("qingnang") then
		if card:inherits("Dismantlement") then v = 3.8
		elseif card:inherits("Collateral") then v = 3.9
		end
		if v then return v else return sgs.ai_use_priority[class_name] end
	end
	if self.player:hasSkill("rende") then
		if card:inherits("ExNihio") then v = 5.9 end
		return v or sgs.ai_use_priority[class_name]
	end

	v = sgs.ai_use_priority[class_name] or 0

	if card:inherits("Slash") and (card:getSuit() == sgs.Card_NoSuit) then v = v-0.1 end
	return v
end

function SmartAI:getDynamicUsePriority(card)
	if not card then return 0 end

	local type = card:getTypeId()
	local dummy_use = {}
	dummy_use.isDummy = true
	if type == sgs.Card_Trick then
		self:useTrickCard(card, dummy_use)
	elseif type == sgs.Card_Equip then
		self:useEquipCard(card, dummy_use)
	else
		self:useSkillCard(card, dummy_use)
	end

	local good_null, bad_null = 0, 0
	for _, friend in ipairs(self.friends) do
		good_null = good_null + self:getCardsNum("Nullification", friend)
	end
	for _, enemy in ipairs(self.enemies) do
		bad_null = bad_null + self:getCardsNum("Nullification", enemy)
	end

	local value = self:getUsePriority(card)
	if dummy_use.card then
		local use_card = dummy_use.card
		local card_name = use_card:className()
		local dynamic_value

		if use_card:getTypeId() == sgs.Card_Equips then
			if self:hasSkills(sgs.lose_equip_skill) then value = value + 8 end
		end

		if use_card:getSkillName() == "wusheng" and
			sgs.Sanguosha:getCard(use_card:getEffectiveId()):inherits("GaleShell") and
			self:isEquip("GaleShell") then
			value = value + 10
		end

		if sgs.dynamic_value.benefit[class_name] then
			dynamic_value = 10
			if use_card:inherits("AmazingGrace") then
				for _, player in sgs.qlist(self.room:getOtherPlayers(self.player)) do
					dynamic_value = dynamic_value - 1
					if self:isEnemy(player) then dynamic_value = dynamic_value - ((player:getHandcardNum()+player:getHp())/player:getHp())*dynamic_value
					else dynamic_value = dynamic_value + ((player:getHandcardNum()+player:getHp())/player:getHp())*dynamic_value
					end
				end
			elseif use_card:inherits("Peach") then
				dynamic_value = 7.85
			elseif use_card:inherits("QingnangCard") and self:getCardsNum("Snatch") > 0 and good_null >= bad_null then
				dynamic_value = 6.55
			elseif use_card:inherits("RendeCard") and self.player:usedTimes("RendeCard") < 2 then
				if not self.player:isWounded() then dynamic_value = 6.57
				elseif self:isWeak() then dynamic_value = 7.9
				else dynamic_value = 7.86
				end
			elseif use_card:inherits("JieyinCard") and self:getCardsNum("Peach") >= self.player:getLostHp() then
			    dynamic_value = 7.51
			elseif use_card:inherits("JujianCard") then
				if not self.player:isWounded() then dynamic_value = 0
				else dynamic_value = 7.5
				end
			end
			value = value + dynamic_value
		elseif sgs.dynamic_value.damage_card[class_name] then
			local others
			if dummy_use.to then others = dummy_use.to else others = self.room:getOtherPlayers(self.player) end
			dummy_use.probably_hit = {}

			for _, enemy in sgs.qlist(others) do
				if self:isEnemy(enemy) and (enemy:getHp() <= 2 or enemy:isKongcheng())
					and self:getCardsNum("Analeptic", enemy) == 0 and self:getCardsNum("Peach", enemy) == 0 then
					table.insert(dummy_use.probably_hit, enemy)
					break
				end
			end

			if #dummy_use.probably_hit > 0 then
				self:sort(dummy_use.probably_hit, "defense")
				local probably_hit
				for _, hit in ipairs(dummy_use.probably_hit) do
					if not self:hasSkills(masochism_skill, hit) then
						probably_hit = hit
						break
					end
				end
				if not probably_hit then
					probably_hit = dummy_use.probably_hit[1]
					value = value + 1.5
				else
					value = value + 3
				end
				value = value - (probably_hit:getHp() - 1)/2.0

				if use_card:inherits("Slash") and self:getCardsNum("Jink", probably_hit) == 0 then
					value = value + 5
				elseif use_card:inherits("FireAttack") then
					value = value + 0.5 + self:getHandcardNum()
				elseif use_card:inherits("Duel") then
					value = value + 2 + (self:getHandcardNum() - self:getCardsNum("Slash", probably_hit))
				end
			end
		elseif sgs.dynamic_value.control_card[class_name] then
			if use_card:getTypeId() == sgs.Card_Trick then dynamic_value = 7 - bad_null/good_null else dynamic_value = 6.65 end
			value = value + dynamic_value
		elseif sgs.dynamic_value.control_usecard[class_name] then
			value = value + 6.6
		elseif sgs.dynamic_value.lucky_chance[class_name] then
			value = value + (#self.enemies - #self.friends)
		end
	end

	return value
end

function SmartAI:sortByKeepValue(cards,inverse,kept)
	local compare_func = function(a,b)
		local value1 = self:getKeepValue(a,kept)
		local value2 = self:getKeepValue(b,kept)

		if value1 ~= value2 then
		    if inverse then return value1 > value2 end
			return value1 < value2
		else
			return a:getNumber() < b:getNumber()
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByUseValue(cards,inverse)
	local compare_func = function(a,b)
			local value1 = self:getUseValue(a)
			local value2 = self:getUseValue(b)

			if value1 ~= value2 then
					if not inverse then return value1 > value2
					else return value1 < value2
					end
			else
					return a:getNumber() > b:getNumber()
			end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByUsePriority(cards)
	local compare_func = function(a,b)
                local value1 = self:getUsePriority(a)
                local value2 = self:getUsePriority(b)

		if value1 ~= value2 then
			return value1 > value2
		else
			return a:getNumber() > b:getNumber()
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByDynamicUsePriority(cards)
	local compare_func = function(a,b)
        local value1 = self:getDynamicUsePriority(a)
        local value2 = self:getDynamicUsePriority(b)

		if value1 ~= value2 then
			return value1 > value2
		else
			return a and a:getTypeId() ~= sgs.Card_Skill and not (b and b:getTypeId() ~= sgs.Card_Skill)
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByCardNeed(cards)
	local compare_func = function(a,b)
                local value1 = self:cardNeed(a)
                local value2 = self:cardNeed(b)

		if value1 ~= value2 then
			return value1 < value2
		else
			return a:getNumber() > b:getNumber()
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:askForDiscard(reason, discard_num, optional, include_equip)
	local cards = self.player:getCards("h")
	if not cards then return {} end
	cards = sgs.QList2Table(cards)
	self:sortByKeepValue(cards)
	local to_discard = {}
	for _, card in ipairs(cards) do
		if #to_discard >= discard_num then break end
		table.insert(to_discard, card:getEffectiveId())
	end
	return to_discard
end

--- Determine that the current judge is worthy retrial
-- @param judge The JudgeStruct that contains the judge information
-- @return True if it is needed to retrial
function SmartAI:needRetrial(judge)
	if self:isFriend(judge.who) then
		return not judge:isGood()
	elseif self:isEnemy(judge.who) then
		return judge:isGood()
	else
		return false
	end
end

--- Get the retrial cards with the lowest keep value
-- @param cards the table that contains all cards can use in retrial skill
-- @param judge the JudgeStruct that contains the judge information
-- @return the retrial card id or -1 if not found
function SmartAI:getRetrialCardId(cards, judge)
	local can_use = {}
	for _, card in ipairs(cards) do
		if self:isFriend(judge.who) and judge:isGood(card) then
			table.insert(can_use, card)
		elseif self:isEnemy(judge.who) and not judge:isGood(card) then
			table.insert(can_use, card)
		end
	end

	if next(can_use) then
		self:sortByKeepValue(can_use, true)
		return can_use[1]:getEffectiveId()
	else
		return -1
	end
end

sgs.ai_skill_playerchosen = {}

function SmartAI:askForPlayerChosen(targets, reason)
	self:log("askForPlayerChosen:"..reason)
	local playerchosen = sgs.ai_skill_playerchosen[string.gsub(reason,"%-","_")]
	local target
	if type(playerchosen) == "function" then
		target = playerchosen(self,targets)
	end
	if target then
		return target
	else
		local r = math.random(0, targets:length() - 1)
		return targets:at(r)
	end
end

-- used for SmartAI:askForChoice
sgs.ai_skill_choice = {}

function SmartAI:askForChoice(skill_name, choices)
	local choice = sgs.ai_skill_choice[skill_name]
	if type(choice) == "string" then
		return choice
	elseif type(choice) == "function" then
		return choice(self, choices)
	else
		local skill = sgs.Sanguosha:getSkill(skill_name)
		if skill then
			return skill:getDefaultChoice(self.player)
		else
			local choice_table = choices:split("+");
			local r = math.random(1, #choice_table)
			return choice_table[r]
		end
	end
end


function SmartAI:getCardRandomly(who, flags)
	local cards = who:getCards(flags)
	if cards:isEmpty() then return -1 end
	local r = math.random(0, cards:length()-1)
	local card = cards:at(r)
	if self:isEquip("SilverLion", who) then
		if self:isEnemy(who) and who:isWounded() and card == who:getArmor() then
			if r ~= (cards:length()-1) then
				card = cards:at(r+1)
			else
				card = cards:at(r-1)
			end
		end
	end
	return card:getEffectiveId()
end

sgs.ai_skill_cardchosen = {}
function SmartAI:askForCardChosen(who, flags, reason)
	self.room:output(reason)

	local cardchosen = sgs.ai_skill_cardchosen[string.gsub(reason,"%-","_")]
	local card
	if type(cardchosen) == "function" then
		card = cardchosen(self, who)
	end
	if card then
		return card:getId()
	end

    if self:isFriend(who) then
		if flags:match("j") then
			local tricks = who:getCards("j")
			local lightning, indulgence, supply_shortage
			for _, trick in sgs.qlist(tricks) do
				if trick:inherits("Lightning") then
					lightning = trick:getId()
				elseif trick:inherits("Indulgence") or trick:getSuit() == sgs.Card_Diamond then
					indulgence = trick:getId()
				else
					supply_shortage = trick:getId()
				end
			end


			if self:hasWizard(self.enemies) and lightning then
				return lightning
			end

			if indulgence and supply_shortage then
				if who:getHp() < who:getHandcardNum() then
					return indulgence
				else
					return supply_shortage
				end
			end

			if indulgence or supply_shortage then
				return indulgence or supply_shortage
			end
		end
	else
        if (who:getHandcardNum() < 2) and (not who:isKongcheng()) and
			not self:hasSkills(sgs.need_kongcheng, who) then return -1
		end

		if flags:match("j") then
			local tricks = who:getCards("j")
			local lightning
			for _, trick in sgs.qlist(tricks) do
				if trick:inherits("Lightning") then
					lightning = trick:getId()
				end
			end
			if self:hasWizard(self.enemies,true) and lightning then
				return lightning
			end
		end

		if flags:match("h") then
			if not who:isKongcheng() then
				local cards = who:getHandcards()
				cards = sgs.QList2Table(cards)
				self:sortByUseValue(cards)
				return cards[1]:getId()
			end
		end

        if not who:isKongcheng() then
			return -1
		end
	end
	local new_flag = ""
    if flags:match("h") then new_flag = "h" end
    if flags:match("e") then new_flag = new_flag.."e" end
    return self:getCardRandomly(who, new_flag) or who:getCards(flags):first():getEffectiveId()
end

function SmartAI:askForCard(pattern, prompt, data)
	self.room:output(prompt)
	if sgs.ai_skill_invoke[pattern] then return sgs.ai_skill_invoke[pattern](self, prompt) end

	local target, target2
	if not prompt then return end
	local parsedPrompt = prompt:split(":")
	if parsedPrompt[2] then
		local others = self.room:getOtherPlayers(self.player)
		others = sgs.QList2Table(others)
		for _, other in ipairs(others) do
			if other:getGeneralName() == parsedPrompt[2] or other:objectName() == parsedPrompt[2] then target = other break end
		end
		if parsedPrompt[3] then
			for _, other in ipairs(others) do
				if other:getGeneralName() == parsedPrompt[3] or other:objectName() == parsedPrompt[3] then target2 = other break end
			end
		end
	end

	if parsedPrompt[1] == "@tiemian" then
		local damage = data:toDamage()
		if self:isEnemy(damage.from) then
			return self.player:getRandomHandCard()
		else
			return "."
		end
	elseif parsedPrompt[1] == "@tongqing" then
		local dy = data:toDying()
		local jink = self:getCardId("Jink")
		if self:isFriend(dy.who) and jink then
			return jink
		else
			return "."
		end
	elseif parsedPrompt[1] == "@xiangle-discard" then
		local effect = data:toCardEffect()
		if self:isFriend(effect.to) and not
			(effect.to:hasSkill("leiji") and (self:getCardsNum("Jink", effect.to)>0 or (not self:isWeak(effect.to) and self:isEquip("EightDiagram",effect.to))))
			then return "." end
		local has_peach, has_anal, has_slash, slash_jink
		for _, card in sgs.qlist(self.player:getHandcards()) do
			if card:inherits("Peach") then has_peach = card
			elseif card:inherits("Analeptic") then has_anal = card
			elseif card:inherits("Slash") then has_slash = card
			elseif card:inherits("Jink") then has_jink = card
			end
		end

		if has_slash then return "$" .. has_slash:getEffectiveId()
		elseif has_jink then return "$" .. has_jink:getEffectiveId()
		elseif has_anal or has_peach then
			if self:getCardsNum("Jink", effect.to) == 0 and self.player:hasFlag("drank") and self:getAllPeachNum(effect.to) == 0 then
				if has_anal then return "$" .. has_anal:getEffectiveId()
				else return "$" .. has_peach:getEffectiveId()
				end
			end
		else return "."
		end
	elseif parsedPrompt[1] == "@hujia-jink" then
		local who = data:toPlayer()
		if self.player:hasSkill("hujia") and who:hasSkill("hujia") then return "."
		elseif not self:isFriend(who) then return "."
		end
		return self:getCardId("Jink") or "."
	elseif parsedPrompt[1] == "@jijiang-slash" then
		local who = data:toPlayer()
		if self.player:hasSkill("jijiang") and who:hasSkill("jijiang") then return "."
		elseif not self:isFriend(who) then return "."
		end
		return self:getCardId("Slash") or "."
	elseif parsedPrompt[1] == "@weidai-analeptic" then
		local who = data:toPlayer()
		if self:isEnemy(who) then return "." end
		local cards = self.player:getHandcards()
		cards = sgs.QList2Table(cards)
		for _, fcard in ipairs(cards) do
			if fcard:getSuit() == sgs.Card_Spade and fcard:getNumber() > 1 and fcard:getNumber() < 10 then
				return fcard:getEffectiveId()
			end
		end
		return "."
	end

	if parsedPrompt[1] == "double-sword-card" then
		if target and self:isFriend(target) then return "." end
		local cards = self.player:getHandcards()
		for _, card in sgs.qlist(cards) do
			if card:inherits("Slash") or card:inherits("Shit") or card:inherits("Collateral") or card:inherits("GodSalvation")
			  or card:inherits("Lightning") or card:inherits("EquipCard") or card:inherits("AmazingGrace") then
				return "$"..card:getEffectiveId()
			end
		end
		return "."
	elseif parsedPrompt[1] == "@axe" then
		if target and self:isFriend(target) then return "." end

		local allcards = self.player:getCards("he")
		allcards = sgs.QList2Table(allcards)
		if self.player:hasFlag("drank") or #allcards-2 >= self.player:getHp() or (self.player:hasSkill("kuanggu") and self.player:isWounded()) then
			local cards = self.player:getCards("h")
			cards = sgs.QList2Table(cards)
			local index
			if self:hasSkills(sgs.need_kongcheng) then index = #cards end
			if self.player:getOffensiveHorse() then
				if index then
					if index < 2 then
						index = index + 1
						table.insert(cards, self.player:getOffensiveHorse())
					end
				end
				table.insert(cards, self.player:getOffensiveHorse())
			end
			if self.player:getArmor() then
				if index then
					if index < 2 then
						index = index + 1
						table.insert(cards, self.player:getArmor())
					end
				end
				table.insert(cards, self.player:getArmor())
			end
			if self.player:getDefensiveHorse() then
				if index then
					if index < 2 then
						index = index + 1
						table.insert(cards, self.player:getDefensiveHorse())
					end
				end
				table.insert(cards, self.player:getDefensiveHorse())
			end
			if #cards >= 2 then
				self:sortByUseValue(cards, true)
				return "$"..cards[1]:getEffectiveId().."+"..cards[2]:getEffectiveId()
			end
		end
	end

	if self.player:hasSkill("tianxiang") then
		local dmgStr = {damage = 1, nature = 0}
		local willTianxiang = sgs.ai_skill_use["@tianxiang"](self, dmgStr)
		if willTianxiang ~= "." then return "." end
	elseif self.player:hasSkill("longhun") and self.player:getHp() > 1 then
		return "."
	end

	if pattern == "slash" then
		if parsedPrompt[1] == "@wushuang-slash-1" and self:getCardsNum("Slash") < 2 and
			not (self.player:getHandcardNum() == 1 and self:hasSkills(sgs.need_kongcheng)) then return "." end
		if parsedPrompt[1] == "collateral-slash" then
			if target and (not self:isFriend(target2) or target2:getHp() > 2 or self:getCardsNum("Jink", targets2) > 0) and not self:hasSkills(sgs.lose_equip_skill) then
				return self:getCardId("Slash")
			end
			self:speak("collateral", self.player:getGeneral():isFemale())
			return "."
		elseif (parsedPrompt[1] == "duel-slash") then
			if (not self:isFriend(target) and self:getCardsNum("Slash")*2 >= target:getHandcardNum())
				or (target:getHp() > 2 and self.player:getHp() <= 1 and self:getCardsNum("Peach") == 0 and not self.player:hasSkill("buqu")) then
				return self:getCardId("Slash")
			else return "." end
		elseif (parsedPrompt[1] == "@jijiang-slash") then
			if target and self:isFriend(target) then
				if (self.player:hasSkill("longdan") and self:getCardsNum("Jink") > 1) then
					self:speak("jijiang", self.player:getGeneral():isFemale())
					return self:getCardId("Slash")
				end
			else return "." end
		elseif parsedPrompt[1] == "savage-assault-slash"  then
			local aoe = sgs.Sanguosha:cloneCard("savage_assault", sgs.Card_NoSuit , 0)
			if (self.player:hasSkill("jianxiong") and self:getAoeValue(aoe) > -10) or (self.player:hasSkill("yiji")) and self.player:getHp() > 2 then return "." end
			if target and target:hasSkill("guagu") and self.player:isLord() then return "." end
			if self.player:hasSkill("jieming") and self:getJiemingChaofeng() <= -6 and self.player:getHp() >= 2 then return "." end
		elseif parsedPrompt[1] == "@xianzhen-slash" then
			local target = self.player:getTag("XianzhenTarget"):toPlayer()
			local slashes = self:getCards("Slash")
			for _, slash in ipairs(slashes) do
				if self:slashIsEffective(slash, target) then return slash:getEffectiveId() end
			end
			return "."
		end
		return self:getCardId("Slash") or "."
	elseif pattern == "jink" then
		if (parsedPrompt[1] == "@wushuang-jink-1" or parsedPrompt[1] == "@roulin1-jink-1" or parsedPrompt[1] == "@roulin2-jink-1")
			and self:getCardsNum("Jink") < 2 then return "." end
		if target then
			if self:isFriend(target) then
				if parsedPrompt[1] == "archery-attack-jink"  then
					local aoe = sgs.Sanguosha:cloneCard("savage_assault", sgs.Card_NoSuit , 0)
					if (self.player:hasSkill("jianxiong") and self:getAoeValue(aoe) > -10) or (self.player:hasSkill("yiji")) and self.player:getHp() > 2 then return "." end
				end
				if self.player:hasSkill("yiji") and (self.player:getLostHp() < 2) then return "." end
				if self.player:hasSkill("jieming") and self:getJiemingChaofeng() <= -6 then return "." end
				if target:hasSkill("pojun") and not self.player:faceUp() then return "." end
				if target:hasSkill("guagu") and self.player:isLord() then return "." end
				if (target:hasSkill("jieyin") and (not self.player:isWounded()) and self.player:getGeneral():isMale()) and not self.player:hasSkill("leiji") then return "." end
			else
				if not target:hasFlag("drank") then
					if target:hasSkill("mengjin") and self.player:hasSkill("jijiu") then return "." end
				else
					return self:getCardId("Jink") or "."
				end
				if not self:hasSkills(sgs.need_kongcheng, player) then
					if self:isEquip("Axe", target) then
						if self:hasSkills(sgs.lose_equip_skill, target) and target:getEquips():length() > 1 then return "." end
						if target:getHandcardNum() - target:getHp() > 2 then return "." end
					elseif self:isEquip("Blade", target) then
						if self:getCardsNum("Jink") <= self:getCardsNum("Slash", target) then return "." end
					end
				end

			end
		end
		return self:getCardId("Jink") or "."
	end
end

sgs.ai_skill_askforag = {}
function SmartAI:askForAG(card_ids, refusable, reason)
	local cardchosen = sgs.ai_skill_askforag[string.gsub(reason, "%-", "_")]
	if type(cardchosen) == "function" then
		local card_id = cardchosen(self, card_ids)
		if card_id then return card_id end
	end

	if refusable and self:hasSkill("xinzhan") then
		local next_player = self.player:getNextAlive()
		if self:isFriend(next_player) and next_player:containsTrick("indulgence") then
			if #card_ids == 1 then return -1 end
		end
		return card_ids[1]
	end
	local ids = card_ids
	local cards = {}
	for _, id in ipairs(ids) do
		table.insert(cards, sgs.Sanguosha:getCard(id))
	end
	self:sortByCardNeed(cards, true)
	return cards[#cards]:getEffectiveId()
end

function SmartAI:askForNullification(trick_name, from, to, positive)
	local cards = self.player:getCards("he")
	cards = sgs.QList2Table(cards)
	self:sortByUseValue(cards, true)
	local null_card
	null_card = self:getCardId("Nullification")
	if null_card then null_card = sgs.Card_Parse(null_card) else return end

	if positive then
		if from and self:isEnemy(from) then
			if trick_name:inherits("ExNihilo") and self:getOverflow(from) == 0 then return null_card end
			if trick_name:inherits("IronChain") and not self:isEquip("Vine", to) then return nil end
			if self:isFriend(to) then
				if trick_name:inherits("Dismantlement") then
					if to:getArmor() then return null_card end
				else
					if trick_name:inherits("Snatch") then return null_card end
					if self:isWeak(to) then
						if trick_name:inherits("Duel") then
							return null_card
						elseif trick_name:inherits("FireAttack") then
							if from:getHandcardNum() > 2 then return null_card end
						end
					end
				end
			elseif self:isEnemy(to) then
				if (trick_name:inherits("Snatch") or trick_name:inherits("Dismantlement")) and to:getCards("j"):length() > 0 then
					return null_card
				end
			end
		end

		if self:isFriend(to) then
			if trick_name:inherits("Indulgence") or trick_name:inherits("SupplyShortage") then
				return null_card
			end
			if self:isWeak(to) then
				if trick_name:inherits("ArcheryAttack") then
					if self:getCardsNum("Jink", to) == 0 then return null_card end
				elseif trick_name:inherits("SavageAssault") then
					if self:getCardsNum("Slash", to) == 0 then return null_card end
				end
			end
		end
		if from then
			if self:isEnemy(to) then
				if trick_name:inherits("GodSalvation") and self:isWeak(to) then
					return null_card
				end
			end
		end
	else
		if from then
			if from:objectName() == to:objectName() then
				if self:isFriend(from) then return null_card
				else return nil end
			end
			if not (trick_name:inherits("AmazingGrace") or trick_name:inherits("GodSalvation") or trick_name:inherits("AOE")) then
				if self:isFriend(from) then return null_card end
			end
		else
			if self:isEnemy(to) then return null_card else return end
		end
	end
end

function SmartAI:askForSinglePeach(dying)
	local card_str

	if self:isFriend(dying) then
		if (self.player:objectName() == dying:objectName()) then
			card_str = self:getCardId("Analeptic") or self:getCardId("Peach")
		else
			card_str = self:getCardId("Peach")
		end
	end
	
	return card_str or "."
end

function SmartAI:getChainedFriends()
	local chainedFriends = {}
	for _, friend in ipairs(self.friends) do
		if friend:isChained() then
			table.insert(chainedFriends,friend)
		end
	end
	return chainedFriends
end

function SmartAI:getChainedEnemies()
	local chainedEnemies = {}
	for _, enemy in ipairs(self.enemies) do
		if enemy:isChained() then
			table.insert(chainedEnemies,enemy)
		end
	end
	return chainedEnemies
end

function SmartAI:hasSkill(skill)
	local skill_name = skill
	if type(skill) == "table" then
		skill_name = skill.name
	end

	local real_skill = sgs.Sanguosha:getSkill(skill_name)
	if real_skill and real_skill:isLordSkill() then
		return self.player:hasLordSkill(skill_name)
	else
		return self.player:hasSkill(skill_name)
	end
end

function SmartAI:fillSkillCards(cards)
	local i = 1
	while i <= #cards do
		if prohibitUseDirectly(cards[i], self.player) then
			table.remove(cards, i)
		else
			i = i + 1
		end
	end
    for _,skill in ipairs(sgs.ai_skills) do
        if self:hasSkill(skill) then
            local skill_card = skill.getTurnUseCard(self)
            if #cards == 0 then skill_card = skill.getTurnUseCard(self,true) end
            if skill_card then table.insert(cards, skill_card) end
        end
    end
end

function SmartAI:useSkillCard(card,use)
    sgs.ai_skill_use_func[card:className()](card,use,self)
	if use.to then
		if not use.to:isEmpty() and sgs.dynamic_value.damage_card[card:className()] then
			for _, target in sgs.qlist(use.to) do
				if self:damageIsEffective(target) then return end
			end
			use.card = nil
		end
	end
end

sgs.ai_skill_use_func = {}
sgs.ai_skills = {}

function SmartAI:cardNeed(card)
	local class_name = card:className()
	local suit_string = card:getSuitString()
    local value
    if sgs[self.player:getGeneralName().."_keep_value"] then
        value = sgs[self.player:getGeneralName().."_keep_value"][class_name]
		if value then return value+4 end
	end
	if sgs[self.player:getGeneralName().."_suit_value"] then
		value = (sgs[self.player:getGeneralName().."_suit_value"][suit_string])
		if value then return value+4 end
	end

    if card:inherits("Jink") and (self:getCardsNum("Jink") == 0) then return 5.9 end
    if card:inherits("Peach") then
        self:sort(self.friends,"hp")
        if self.friends[1]:getHp() < 2 then return 10 end
        return self:getUseValue(card)
    end
    if card:inherits("Analeptic") then
        if self.player:getHp() < 2 then return 10 end
    end
    if card:inherits("Slash") and (self:getCardsNum("Slash") > 0) then return 4 end
    if card:inherits("Weapon") and (not self.player:getWeapon()) and (self:getCardsNum("Slash") > 1) then return 6 end
	if card:inherits("Nullification") and self:getCardsNum("Nullification") == 0 then
		if self.player:containsTrick("indulgence") or self.player:containsTrick("supply_shortage") then return 10 end
		for _,friend in ipairs(self.friends) do
			if friend:containsTrick("indulgence") or friend:containsTrick("supply_shortage") then return 7 end
		end
		return 6
	end
    return self:getUseValue(card)
end

sgs.ai_cardshow = {}
function SmartAI:askForCardShow(requestor, reason)
	local func = sgs.ai_cardshow[reason]
	if func then
		return func(self, requestor)
	else
		return self.player:getRandomHandCard()
	end
end

sgs.ai_cardshow.fire_attack = function(self, requestor)
	local priority  =
	{
	heart = 4,
	spade = 3,
	club = 2,
	diamond = 1
	}
	local index = 0
	local result
	local cards = self.player:getHandcards()
	for _, card in sgs.qlist(cards) do
		if priority[card:getSuitString()] > index then
			result = card
			index = priority[card:getSuitString()]
		end
	end
	if self.player:hasSkill("hongyan") and result:getSuit() == sgs.Card_Spade then
		result = sgs.Sanguosha:cloneCard(result:objectName(), sgs.Card_Heart, result:getNumber())
		result:setSkillName("hongyan")
	end

	return result
end

function SmartAI:hasTrickEffective(card, player)
	if player then
		if (player:hasSkill("zhichi") and self.room:getTag("Zhichi"):toString() == player:objectName()) or player:hasSkill("wuyan") then
			if card and not (card:inherits("Indulgence") or card:inherits("SupplyShortage")) then return false end
		end
		if (player:getMark("@fog") > 0 or (player:hasSkill("shenjun") and self.player:getGender() ~= player:getGender())) and
			sgs.dynamic_value.damage_card[card:className()] then return false end
	else
		if self.player:hasSkill("wuyan") then
			if card:inherits("TrickCard") and not
				(card:inherits("DelayedTrick") or card:inherits("GodSalvation") or card:inherits("AmazingGrace")) then
			return false end
		end
	end
	return true
end

function SmartAI:hasSameEquip(card, player)
	player = player or self.player
	if player:getEquips():isEmpty() then return false end
	if card:inherits("Weapon") then
		if player:getWeapon() then return true end
	elseif card:inherits("Armor") then
		if player:getArmor() then return true end
	elseif card:inherits("DefensiveHorse") then
		if player:getDefensiveHorse() then return true end
	elseif card:inherits("OffensiveHorse") then
		if player:getOffensiveHorse() then return true end
	end
	return false
end

sgs.lose_equip_skill = "xiaoji|xuanfeng"
sgs.need_kongcheng = "lingxi|kongcheng"
sgs.masochism_skill = "fankui|quhu|yiji|tiemian|enyuan|fangzhu"
sgs.wizard_skill = "guicai|guidao|tiandu"
sgs.wizard_harm_skill = "guicai|guidao"

function SmartAI:hasSkills(skill_names, player)
	player = player or self.player
	for _, skill_name in ipairs(skill_names:split("|")) do
		if player:hasSkill(skill_name) then
			return true
		end
	end
end

function SmartAI:isEquip(equip_name, player)
	player = player or self.player
	local cards = player:getCards("e")
	for _, card in sgs.qlist(cards) do
		if card:inherits(equip_name) then return true end
	end
	if equip_name == "EightDiagram" and player:hasSkill("bazhen") and not player:getArmor() then return true end
	return false
end

function SmartAI:getCardId(class_name, player)
	player = player or self.player
	local cards = player:getCards("he")
	cards = sgs.QList2Table(cards)
	self:sortByUsePriority(cards)
	local card_str = zeroCardView(class_name, player)
	if card_str then return card_str end

	for _, card in ipairs(cards) do
		local card_place = self.room:getCardPlace(card:getEffectiveId())
		if card:inherits(class_name) and not prohibitUseDirectly(card, player) then
			return card:getEffectiveId()
		elseif isCompulsoryView(card, class_name, player, card_place) then
			return isCompulsoryView(card, class_name, player, card_place)
		end
	end
	for _, card in ipairs(cards) do
		local card_place = self.room:getCardPlace(card:getEffectiveId())
		card_str = getSkillViewCard(card, class_name, player, card_place)
		if card_str then return card_str end
	end
end

function SmartAI:getJiemingChaofeng(player)
	local max_x , chaofeng = 0 , 0
    for _, friend in ipairs(self:getFriends(player)) do
		local x = math.min(friend:getMaxHP(), 5) - friend:getHandcardNum()
		if x > max_x then
			max_x = x
		end
    end
	if max_x < 2 then
		chaofeng = 5 - max_x * 2
	else
		chaofeng = (-max_x) * 2
	end
    return chaofeng
end

function SmartAI:getOverflow(player)
	player = player or self.player
	return math.max(player:getHandcardNum() - player:getHp(), 0)
end

function SmartAI:hasSuit(suit_strings, include_equip, player)
	return self:getSuitNum(suit_strings, include_equip, player) > 0
end

function SmartAI:getSuitNum(suit_strings, include_equip, player)
	player = player or self.player
	local n = 0
	local flag = "h"
	if include_equip then flag = "he" end
	local allcards = player:getCards(flag)
	for _, card in sgs.qlist(allcards) do
		for _, suit_string in ipairs(suit_strings:split("|")) do
			if card:getSuitString() == suit_string then
				n = n + 1
			end
		end
	end
	return n
end

function SmartAI:isWeak(player)
	player = player or self.player
	return ((player:getHp() <= 2 and player:getHandcardNum() <= 2) or player:getHp() <= 1) and not player:hasSkill("buqu")
end

function SmartAI:getAoeValue(card, player)
	player = player or self.player
	friends_noself = self:getFriendsNoself(player)
	enemies = self:getEnemies(player)
	local good, bad = 0, 0
	for _, friend in ipairs(friends_noself) do
		good = good + self:getAoeValueTo(card, friend, player)
	end

	for _, enemy in ipairs(enemies) do
		bad = bad + self:getAoeValueTo(card, enemy, player)
	end

	if player:hasSkill("jizhi") then
		good = good + 40
	end
	return good - bad
end

function SmartAI:getAoeValueTo(card, to , from)
	if not from then from = self.player end
	local value = 0
	local sj_num

	if to:hasSkill("buqu") then
		value = value + 10
	end

	if to:hasSkill("longdan") then
		value = value + 5
	end

	if to:hasSkill("danlao") then
		value = value + 15
	end

	if card:inherits("SavageAssault") then
		sj_num = self:getCardsNum("Slash", to)
		if to:hasSkill("juxiang") then
			value = value + 20
		end
	end
	if card:inherits("ArcheryAttack") then
		sj_num = self:getCardsNum("Jink", to)
	end

	if self:aoeIsEffective(card, to) then
		if to:getHp() > 1 or (self:getCardsNum("Peach", to) + self:getCardsNum("Analeptic", to) > 0) then
			if to:hasSkill("yiji") or to:hasSkill("jianxiong") then
				value = value + 20
			end
			if to:hasSkill("jieming") then
				value = value - self:getJiemingChaofeng(to) * 3
			end
			if to:hasSkill("ganglie") or to:hasSkill("fankui") or to:hasSkill("enyuan") then
				if not self:isFriend(from, to) then
					value = value + 10
				else
					value = value - 10
				end
			end
		end

		if card:inherits("ArcheryAttack") then
			sj_num = self:getCardsNum("Jink", to)
			if (to:hasSkill("leiji") and self:getCardsNum("Jink", to) > 0) or self:isEquip("EightDiagram", to) then
				value = value + 30
				if self:hasSuit("spade", true, to) then
					value = value + 20
				end
			end
			if to:hasSkill("qingguo") or self:isEquip("EightDiagram", to) then
				value = value + 10
			end
		end

		if to:getHp() ~= 0 then
			value = value - 24 / to:getHp() - 10
		end

		if self:isFriend(from, to) then
	    if (to:isLord() or from:isLord()) and (not to:hasSkill("buqu")) then
				if to:getHp() <= 1 and self:getCardsNum("Peach", from) == 0 and sj_num == 0 then
					if to:getRole() == "renegade" then
						value = value - 50
					else
						value = value - 150
					end
				end
			end
			value = value + self:getCardsNum("Peach", from) * 2
		elseif to:getRole() == "rebel" or (to:isLord() and from:getRole() == "rebel") then
			if to:getHp() <= 1 and self:getCardsNum("Peach", to) == 0 and sj_num == 0 then
				value = value - 50
			end
		end
	else
		value = value + 10
	end

	return value
end

function SmartAI:getCard(class_name, player)
	player = player or self.player
	local card_id = self:getCardId(class_name, player)
	if card_id then return sgs.Card_Parse(card_id) end
end

function getCards(class_name, player, room, flag)
	flag = flag or "he"
	local cards = {}
	local card_place, card_str
	if not room then card_place = sgs.Player_Hand end

	for _, card in sgs.qlist(player:getCards(flag)) do
		card_place = card_place or room:getCardPlace(card:getEffectiveId())

		if class_name == "." then table.insert(cards, card)
		elseif isCompulsoryView(card, class_name, player, card_place) then
			cards_str = isCompulsoryView(card, class_name, player, card_place)
			card_str = sgs.Card_Parse(card_str)
			table.insert(cards, card_str)
		elseif card:inherits(class_name) and not prohibitUseDirectly(card, player) then table.insert(cards, card)
		elseif getSkillViewCard(card, class_name, player, card_place) then
			cards_str = getSkillViewCard(card, class_name, player, card_place)
			card_str = sgs.Card_Parse(card_str)
			table.insert(cards, card_str)
		end
	end
	return cards
end

function SmartAI:getCards(class_name, player, flag)
	player = player or self.player
	return getCards(class_name, player, self.room, flag)
end

function getCardsNum(class_name, player)
	return #getCards(class_name, player)
end

function SmartAI:getCardsNum(class_name, player, flag)
	player = player or self.player
	local n = 0
	if type(class_name) == "table" then
		for _, each_class in ipairs(class_name) do
			n = n + #getCards(each_class, player, self.room, flag)
		end
		return n
	end
	n = #getCards(class_name, player, self.room, flag)

	if class_name == "Jink" then
		if player:hasLordSkill("hujia") then
			local lieges = self.room:getLieges("wei", player)
			for _, liege in sgs.qlist(lieges) do
				if self:isFriend(liege, player) then
				n = n + self:getCardsNum("Jink", liege)
				end
			end
		end
	elseif class_name == "Slash" then
		if player:hasSkill("wushuang") then
			n = n * 2
		end
		if player:hasLordSkill("jijiang") then
			local lieges = self.room:getLieges("shu", player)
			for _, liege in sgs.qlist(lieges) do
				if self:isFriend(liege, player) then
				n = n + self:getCardsNum("Slash", liege)
				end
			end
		end
	end
	return n
end

function SmartAI:cardProhibit(card, to)
	if card:inherits("Slash") then return self:slashProhibit(card, to) end
	if card:getTypeId() == sgs.Card_Trick then
		if card:isBlack() and to:hasSkill("weimu") then return true end
		if card:inherits("Indulgence") or card:inherits("Snatch") and to:hasSkill("qianxun") then return true end
		if card:inherits("Duel") and to:hasSkill("kongcheng") and to:isKongcheng() then return true end
	end
	return false
end

-- load other ai scripts
dofile "lua/ai/card-ai.lua"
dofile "lua/ai/standard-ai.lua"
dofile "lua/ai/general_config.lua"
dofile "lua/ai/intention-ai.lua"
dofile "lua/ai/state-ai.lua"
dofile "lua/ai/playrule-ai.lua"
dofile "lua/ai/chat-ai.lua"
dofile "lua/ai/value_config.lua"
